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https://github.com/OpenRCT2/OpenRCT2
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Formatting fixes
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@@ -301,7 +301,7 @@ void update_palette_effects()
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{
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uint8 * vs = &g1->offset[j * 3];
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uint8 * vd = &gGamePalette[243 * 4];
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sint32 n = 3;
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sint32 n = 3;
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for (sint32 i = 0; i < n; i++)
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{
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vd[0] = vs[0];
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@@ -649,13 +649,19 @@ sint32 game_do_command_p(uint32 command, sint32 * eax, sint32 * ebx, sint32 * ec
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return cost;
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}
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if (network_get_mode() != NETWORK_MODE_NONE && !(flags & GAME_COMMAND_FLAG_NETWORKED) && !(flags & GAME_COMMAND_FLAG_GHOST) && !(flags & GAME_COMMAND_FLAG_5) && gGameCommandNestLevel == 1 /* Send only top-level commands */)
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if (network_get_mode() != NETWORK_MODE_NONE &&
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!(flags & GAME_COMMAND_FLAG_NETWORKED) &&
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!(flags & GAME_COMMAND_FLAG_GHOST) &&
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!(flags & GAME_COMMAND_FLAG_5) &&
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gGameCommandNestLevel == 1) /* Send only top-level commands */
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{
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// Disable these commands over the network
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if (command != GAME_COMMAND_LOAD_OR_QUIT)
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{ // Disable these commands over the network
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{
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network_send_gamecmd(*eax, *ebx, *ecx, *edx, *esi, *edi, *ebp, game_command_callback_get_index(game_command_callback));
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if (network_get_mode() == NETWORK_MODE_CLIENT)
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{ // Client sent the command to the server, do not run it locally, just return. It will run when server sends it
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{
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// Client sent the command to the server, do not run it locally, just return. It will run when server sends it.
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game_command_callback = 0;
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// Decrement nest count
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gGameCommandNestLevel--;
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